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Everything posted by PureBlue
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CGN-25 USS Bainbridge
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thank you mate, downloading now!- 8 replies
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- cruiser
- bainbridge
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(and 1 more)
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CGN-25
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Task Force One, mighty ships! Looking great WBS! The other two are your WIPs? -
CGN-25
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nice going mate! -
AH-64A Apache
PureBlue replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Awesome shots! -
Firing A Few Queries
PureBlue replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I have the above file and just extracted ArkRoyal to my Groundobjects.. Plus copied the V1_to_V2 files on top.. Works like a charm. Looking at the data.ini, not much is missing for SF2, except maybe some RadarFamily callouts and the sound definitions.. -
Littoral Combat Ship
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nice improvement with the skin I got a question: Considering the SAM complement, what's the difference in listing the various missile variables, (eg: MissileRange, Datalink, launcherPitch/yaw etc..) under the [WeaponSystem] section, from listing them in a separate [RAMLauncher] section? The LCS-1 has them listed under the former, and CG-47 Tico the latter. Edit: Is it because the RAM-116 is an infrared-homing missile? Though it integrates with the ships radar.. Yet, The LCS-1 data [RAMLauncher] has DATALINK=TRUE but no NetworkType callout. Perhaps not needed here(?).. Edit2: I think I get it, it doesn't integrate with Ships Radar but it's homes in to radar-energy at first phase, then infrared-homing.. So I think you've got it setup perfectly as much as the game allows.. I know you've been researching these while designing. That's why I'm asking, and the topic is very interesting I think. Thanks for the insight! -
Strike Fighters 2 - 757 Intercept
PureBlue replied to Timebandit's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Fantastic! -
Aero Studios F-16s
PureBlue replied to Teras's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Same here, keep up the great work guys -
SF2 Screenshot Thread
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Dark roads.. Is that your own modification of the tiles Migbuster or one your WIPs Stary? They look better to me than the white criss crossing roads all over the landscape. -
HR GermanyCE trees buildings TODs update
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I really like the scaled down trees. Gives a feeling of largeness to the terrain. :good: -
Littoral Combat Ship
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've been testing this and can't get the RAM-116 to lock on me and fire. Went through the data.ini and perhaps somethings up with the radar, not sure.. -
Littoral Combat Ship
PureBlue replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'm enjoying your work very much mate, thank you for developing -
Looking for Gerwins Cat Extractor...
PureBlue replied to Slartibartfast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You're not patched to the latest I suppose? The new cats would need TK's new extractor. -
Looking for Gerwins Cat Extractor...
PureBlue replied to Slartibartfast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
catpack also extracts. -
Ok, so I finally have SF2V... but
PureBlue replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I see what you mean now. If you setup a second AI flight to takeoff from the same airfield as yourself, with similar takeoff times, AI flights crash and burn. Same thing happens in the Classified Mission Mod. The KC-135 will spawn a few meters high and just drop to burn on the runway. If I space out the AI flight, for example with Starttime=17.0, they start the mission in the air at cruise speed over the airfield. Was it like this before? Also, there are still problems with AI carrier based flights taking off from their carrier.. Something else, set PlayerPositionID=X, and I think it should've let me fly wingman? No easy luck there. I'm sure if it can be done, you'd be the man to solve it although it seems there are a few bugs in there for sure.. -
Ok, so I finally have SF2V... but
PureBlue replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Welcome back mate, please post your example msn file here. All I can say is, AI flights do start from airfield runways, no problems at all there. We just need to find what's different in your SF1 msn file to a SF2 msn file. Carrier starts for AI only flights though, that seems to not work as desired. BUT there is a workaround. I've seen it in Rising Sun, many AI flights taking off from carriers at mission start. So it's possible but not as easy as it was in SF1. On the other hand, The in-game Mission Generator (not mission designer IMHO), sets up the mission a little differently. It will arrange the StartTime for AI flights so that the TimeOnTarget values will be close with other flights in the game. It's a way of guaranteiing good action in the mission.. I'll generate a few MSN files with it and post here. Because the in-game ME doesn't come with SF2V, only with the EXP2 AFAIK? -
June patch available!
PureBlue replied to Murphy'S's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Also; Don't know what it effects but many weapons have their CLmax value increased decreased: Example: AIM-9L May2011: CLmax=27.427999 AIM-9L Jun2011: CLmax=23.624201 Edit: Stary that's weird.. somebody else needs to confirm here. I did an online AutoInstall on top of May patch. -
June patch available!
PureBlue replied to Murphy'S's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Jun2011. Just tried stock SF2 too. Looks like clouds flipping issue stays fixed just like in May11 patch. -
Formats for Carriers and Warship with the Mission Editor
PureBlue replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
ini name is the same as the terrain folders' name. Example: IsraelME terrain has IsraelME.ini -
June patch available!
PureBlue replied to Murphy'S's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Great to get the fade option. Now I can merge my installs to Jun11 patch And Stary, clouds don't flip for me.. Tried one of my mod installs, will try stock.. -
OLD STYLE TREES RENDERING post June patch
PureBlue replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Sweet! -
Fictional VMFAT-101 "26" F/A-18F
PureBlue replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Beautiful paint job -
Russian AC carriers
PureBlue replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Besides the bow wave, that water looks even sweeter -
MH-47G SOA Chinook
PureBlue replied to JimBeamer5's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Great storytelling -
LHA for SF2
PureBlue replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thanks for this nice update mate. Something I discovered in my May11 patch tests. The parked aircraft take off if these two variables are not defined for cat5 & 6: ReadyAnimationID=X ReadyAnimationTime=999.0